Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - reismahnic

#1
Greetings!
I haven't been active in AGS development for a bit as I've been branching out and learning more about coding and working in other engines.
Last year I released an AGS game on Steam called Waiting for the Loop, which was a sort-of sequel to another AGS game that I had made back in 2015 called Throw Me in the River for a game jam.
Now, I'm working on a remake of Throw Me in the River in the Ren'Py game engine that I can release on Steam alongside Waiting for the Loop so that the complete story is made available commercially.
I'm posting here because I am looking for support for a low budget crowdfund to complete this remake, which is about 50% complete currently. The link to the Kickstarter is here, and it contains a ton of info on the game:
https://www.kickstarter.com/projects/compressedtime/throw-me-in-the-river-a-visual-novel-about-compressed-time
Any and all support is incredibly appreciated. We're 50% funded but things have slowed down and we won't make it unless people who find this kind of narrative driven project interesting continue to contribute (as finances allow, of course).
Thank you!
-Reis
Here are some screenshots of the remake along with, for fun, comparison shots of the AGS version:





#2
Waiting For The Loop

Trailer: https://vimeo.com/230518869

A short form visual novel in which a brilliant computer scientist builds an artificial intelligence that passes as human...
but also attracts the attention of the government.
Roughly 15 minutes long, with full voice acting, dialog choices and multiple endings.

This game was previously a free release on Adventure Game Studio, but since then we redid art assets, fixed bugs and released it as a paid game (with a soundtrack coming soon).
We hope that you continue to support us - by buying Waiting for the Loop you enable us to continue to make bigger and better games and push ourselves further as storytellers (and put food on our tables!)

Waiting for the Loop's website is located here: www.sidegroupgames.com
Through the website you can purchase it on Steam and itch.io.
There is also a link directly to the Steam page here: http://store.steampowered.com/app/717830/Waiting_for_the_Loop/

You can download a demo (the first scene of the game) and view screenshots for Waiting for the Loop at this link: http://www.adventuregamestudio.co.uk/site/games/game/2084/

Thank you, and we would love to hear what you think of it - ratings and comments and such are very much appreciated!
#3
Hi, I am having a problem.
I made a game with a team over the course of a week for a jam- which ends pretty soon- and after changing a line of code I am getting the buffer exceeded error pointing at a dialog!
The issue is... I have no idea what could possibly be wrong! Here is the section of code the error points to:

Code: ags

// Dialog script file
@S  // Dialog startup entry point


//*Diane enters Office, where Joseph stands by computer*
cDiane: Woah... what...?
cJoseph: I've been saving up for a while, 
 cJoseph.FaceLocation(157,186,eBlock);
cJoseph: and... well, I bought a computer!
 cDiane.Walk(184,186,eBlock);
 cDiane.FaceLocation(184,185,eBlock);
 cJoseph.FaceLocation(156,185,eBlock);
 
return

@1
cJoseph: Yeah! I'm going to be using it for the business moving forward.
cJoseph: Should be able to keep better track of whose car needs what,
cJoseph: and save their information somewhere other than that huge stack of books.
cJoseph: No more, "Hey, Joseph! Why are you so forgetful?"!
cJoseph: How was school?
cDiane: It was fine. Whatever. Show me the computer!
cJoseph: Ok, well, I'm still learning how to use it, so... here,
cJoseph: there's this little game on here....
cJoseph: ...
goto-dialog Dialog_Scene1_2

@2
cJoseph: Well, I was hoping to use it for work.
cJoseph: Should be able to keep better track of whose car needs what, 
cJoseph: and save their information somewhere other than that huge stack of books.\
cJoseph: No more, "Hey, Joseph! Why are you so forgetful?"!
cDiane: I guess...
cJoseph: Is it the money? Because I promise this isn't like before.
cDiane: No, it's... it's fine.
cJoseph: ...here, let me show you something.
cJoseph: ...
goto-dialog Dialog_Scene1_2


The error reads: Dialog 14(9): Error (line 9): buffer exceeded: you probably have a missing closing bracket on a previous line


I think it's super weird and if anyone could help I would REALLY appreciate it! I've never had AGS do this to me before.
Thank you!
#4
Hi, I apologize if this is mentioned somewhere, but I couldn't find anything on it in the manual.
If I have a character speak (say, in a dialog) but they are in a different room, they don't get a character portrait (I have speech set to Sierra with Background), as opposed to everyone else in the room, who does.
The text for their speech does appear, though.
How can I fix this?
Thank you very much for your time.
#5
Hello, I made a game called Shifters for Ludum Dare's 48 hour Compo challenge.
It is a solo project; I had under 48 hours to make the entire thing.

It is a story driven visual novel in which a paranoid scientist with a flair for the dramatic teaches a seminar on the existence of Shape Shifters who live among us.

The game's page is located here: http://www.adventuregamestudio.co.uk/site/games/game/2039/
I would also love it if you checked out my website, which has my other work, located here: http://www.reismahnic.com/





Thank you so much, and I hope you enjoy it!

* Mods resized screenshots
#6
Hi, I am making a game in which the wait command will be active for minutes at a time.
However, I want certain timers to be able to go off DURING the wait command.
Obviously I understand that Wait puts everything on hold, so what I wanted to do was slot the effects of the timer between TWO wait commands if that's possible.
Here's what I tried (I'm typing this on my phone as I'm not in a place with internet, apologies).


Code: ags

function room_AfterFadeIn()
{
SetBackgroundFrame(0);
player.Say("Hello. This is gonna time out.");
SetTimer(1, 600);
Wait(601);
Player.Say("Huh?");
Wait(600);
}

function room_RepExec()
{
if (IsTimerExpired(1)==1)
{
SetBackgroundFrame(1);
}
}



Basically, what I WANT is for the character to speak, then the first wait happens, then the character speaks again and the background CHANGES, then another wait.
What I'm getting instead is that, but the background doesnt change until after the very end of the script, the final wait.

Thank you so much.
#7
Greetings!
Last week I worked with a team on the Global Game Jam (48 hours!) on an AGS game in Portland, Oregon.
We would love for you to play it.
It's about 5 to 7 minutes long.

Thanks a ton, and if you enjoy this feel free to check out the other three games I've made in AGS this year.

Here is the link to the game's page: http://www.adventuregamestudio.co.uk/site/games/game/2015/





#8
Hello, I am working on a point and click adventure game in which I am swapping backgrounds, with five different backgrounds (realities) for each room.
When the player moves to a different room, I want the 'reality' they are in to carry over to the next room.
This could easily be done by scripting a background change in the GLOBAL script (every room now uses background 2, 3, etc), but the Global script doesn't seem to work with SetBackgroundFrame(1) or (2) etc.
Does anyone know how I could alter background frames in the Global Script, thus changing the default background frame in every room when they enter?
Sorry if I worded this weird. Thanks!
#9
Hello AGSers!
Over the last week I worked on a short game for a jam. Would love if you would check it out.
Story pitch: A woman is called into her boss' office with her job on the line.

Thanks a ton, and if you enjoy this feel free to check out the other two games I've made in AGS this year.
Also maybe check out my website, www.reismahnic.com

Here is the link to the game's page: http://www.adventuregamestudio.co.uk/site/games/game/1987/





#10
Hello, a couple weeks ago I worked with a small team in Portland, Oregon on a week long game jam.
We made this short game called Throw Me In The River.
It is a story driven point and click adventure in which a man examines his life over the course of 80 years.
If you could play it and let me know what you think, that'd be really great!

Here is the link to the game: http://www.adventuregamestudio.co.uk/site/games/game/1943/

Thank you!
-Reis Mahnic





#11
Hello,
I'm pleased to be able to show off a game that I made with a team for Ludum Dare 32!
I've never made a complete AGS game before (toyed around with it), and we only had 48 hours to make it!

If you could play it and let me know what you think, that'd be really great!
The AGS link is here... http://www.adventuregamestudio.co.uk/site/games/game/1914/
And, our Ludum Dare page is here! http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=52764

Thank you so much for your support!
-Reis Mahnic





#12
Project:
Departure- a peri-apocalyptic adventure in which a troubled writer finds she may be the only person left in the world after a week in seclusion.

Details: Jessica, a writer who just can't figure the protagonist of her novel out, has been living in her best friend's cabin in the Pacific Northwest for a week in complete seclusion.
When she emerges and heads into town to pick her son up from her friend, she finds that the entire city of Portland is abandoned, and realizes she may be the only human left on earth.

Positions Available:
I need someone to help me with art and hopefully animation. The game runs at 640X480, and the screenshots attached demonstrate what I've got. If you wanted to look into working at a higher or lower res, we could definitely look into it.
As most of the 20 minute demo is plotted to take place in the Pacific Northwest (Portland area), there would be some pretty fun forest and urban environments.

Deadline:
I want to have a fully featured 20 minute playable demo by six months from now. I am currently doing everything myself. Deadlines would not be strict, but I would want communication.
I've been planning and working on this project for a while now (I'm completely self taught), so this is a passion project and you should definitely feel free to reply anytime. The project ain't going anywhere.

Comments:
Interested parties can reply to this thread or contact me via PM. I CANNOT PAY (it's just me, with no funding). I am looking for someone who is interested in basically partnering on a passion project, and when the demo is done I would look into possible funding.
I know an artist's gotta eat, so I'm looking for someone who is confident that they have a living set up and just want more to put into their portfolio (and work on a project they hopefully think is pretty cool).
You would be in charge of not only creating the assets used, but more importantly, shaping the entire look and feel of the game visually. The following images do NOT represent what you would be 'going for' in any way, if that was not what you wanted, but here is some of the work I've done on the game so far.







Thank you for your time!
#13
Hello.
I am making a game in AGS using the XALARCOST template.
For the most part things are going swimmingly, but I've run into a small issue.
I've been using hotspots on a PGN image rather than using each object in the room as an individual Sprite.
This has worked well! I have a fully working room (that leads to a hallway), and every object can be looked at (right click; its XALARCOST), and my character responds in kind.
However, an issue has arisen. Some objects (for example, a dresser in the room) fire the interact (left click) command no problem. Others (for example, a suitcase in the room) simply do not.
The walk to points for all objects work fine. The character walks right up to the object, but then does not say the assigned line of dialogue I've given them.
I set up a blocker at the beginning of the 'interact' command and it seems that this command is not even firing.

My code is very simple.
For example, with the suitcase, here is my code:

Code: ags

//BEDROOM SUITCASE:
//Jessica looks at Suitcase
function hBedroomSuitcase_Look()
{
cJessica.Say("Six days of dirty laundry.");
}



//Jessica tries to interact with Suitcase (walks beside it)
function hBedroomSuitcase_Interact()
{
cJessica.Say("Ah! a suitcase. This code finally works now.");
}



In this example, the line 'Six days of dirty laundry.' works just fine when right clicking.
The left click (interact), however, does not.

I hope someone can help.
This is my first time ever posting in the AGS forums, so I truly apologize if this is not in the appropriate spot.
Thank you all very much.

SMF spam blocked by CleanTalk